Difference between revisions of "Domain of Anguish Guides"
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− | **Balanced | + | | __TOC__ |
− | * | + | |} |
− | + | ||
− | * | + | The Domain of Anguish is an "elite" region in the Nightfall campaign. The domain consists of one outpost, four explorable areas and an Elite Mission. |
− | **E/ | + | |
− | ** | + | According to lore, the Domain of Anguish is the place within the Realm of Torment that the evil forces of Abaddon retreated to after the defeat of their dark lord. From this fall-back position they try to re-build a bastion of power, and to threaten the Goddess of Truth. Players may venture into the Domain to stop the demons from succeeding. |
− | ** | + | |
+ | = Builds = | ||
+ | |||
+ | == Team Builds == | ||
+ | |||
+ | * [http://www.pvxwiki.com/wiki/Build:Team_-_DoA_HM_Balanced DoA Balanced] | ||
+ | ** the "Balanced" group build on guildwiki now which works for all 4 areas | ||
+ | * [http://www.pvxwiki.com/wiki/Build:Team_-_Eskimos Eskimos] | ||
+ | |||
+ | == Alternate Character Builds == | ||
+ | |||
+ | * [http://www.pvxwiki.com/wiki/Build:D/E_Obsidian_Dervish D/E Obsidian Dervish Tank] | ||
+ | ** an obsidian flesh dervish build that can take the place of a warrior | ||
+ | |||
+ | = Sections of DoA = | ||
+ | |||
+ | There are 5 sections to DoA which correspond to the 5 major quest points of the Mallyx the Unyielding quest. | ||
+ | |||
+ | # Go to the City of Torc'qua and destroy Lord Jadoth. | ||
+ | # Go to Ravenheart Gloom and destroy the Greater Darkness. | ||
+ | # Go to The Foundry of Failed Creations and destroy the Fury. | ||
+ | # Go to the Stygian Veil and destroy the Dreadspawn Maw. | ||
+ | # Report your success in defeating the Lords of Anguish to High Priest Zhellix. | ||
+ | # Speak to High Priest Zhellix to commence the assault on the Ebony Citadel of Mallyx the Unyielding. | ||
+ | # Seek out and destroy Mallyx the Unyielding in his Ebony Citadel. | ||
+ | # See High Priest Zhellix for your reward. | ||
+ | |||
+ | '''Monster Skill''' | ||
+ | |||
+ | All monsters in the Domain of Anquish have the monster skill "Enraged". This skill reads: Attacks and Skills do 50% more damage if this creature's Health is below 70%, and an additional +50% if it's below 30% Health. | ||
+ | |||
+ | == City of Torc'qua == | ||
+ | |||
+ | If you complete City, you will receive 1 Margonite Gemstone and you have the option to go straight to Veil. | ||
+ | |||
+ | === Enemies === | ||
+ | |||
+ | * Margonites | ||
+ | * Anur Ki - Monk - These have got to be the most powerful healers I have encountered in GW. Getting 2 of these in a group (which happens more than you'd like) and they can keep the group alive through the onslaught of at least 3 nukers. Coordination is key. | ||
+ | * Anur Kaya - Mesmer - E-denial and interrupt. Typical spells like Energy Surge, Cry of Frustration, Feedback (enchant strip) etc. These have to go and fast if you want your casters to have the energy to finish off the rest of the group. | ||
+ | * Anur Dabi - Necromancer - Seems to be Curse/Blood mix with Enchantment Stripping, Shout/Chant Disabling (Vocal Minority), Wither, and the ever aggrivating Malaise just to name the most damaging. They will completely shutdown a paragon that becomes its target, be a pain in your stance tank's side (Watch Yourself and the like) and aggravate anyone becoming the target of Malaise. | ||
+ | * Anur Su - Elementalist - Typical air spike but at lvl 28 it's a very, very potent spike. | ||
+ | * Anur Rund - Paragon - | ||
+ | * Anur Ruk - Dervish - | ||
+ | * Anur Vu - Warrior - Hammer Kd warrior running Magehunter Smash as elite. Just let your warrior (who should have Dolyak's) tank him once you kill the monks. | ||
+ | * Anur Tuk, Mank - Ranger - No interrupts but they run Debilitating Shot.... | ||
+ | |||
+ | == Stygian Veil == | ||
+ | |||
+ | If you complete Veil, you will receive 1 Stygian Gemstone plus 1 additional Stygian Gemstone for each prior area completed in a single run (max: 2 total). You also have the option to move to Gloom. | ||
+ | |||
+ | === Enemies === | ||
+ | |||
+ | * Shadow Army | ||
+ | ** Abyssal - Warrior | ||
+ | ** Claw of Darkness - Warrior | ||
+ | ** Wind of Darkness - Ranger | ||
+ | ** Scourge of Darkness - Monk | ||
+ | ** Curse of Darkness - Necromancer | ||
+ | ** Thought of Darkness - Mesmer | ||
+ | ** Chill of Darkness - Elementalist | ||
+ | * Stygians | ||
+ | ** Smothering Tendrils - (after completion of the quest Brood Wars) | ||
+ | ** Stygian Underlord - Ranger - (only during Breaching the Stygian Veil) | ||
+ | ** Stygian Underlord - Dervish - (only during Breaching the Stygian Veil) | ||
+ | ** Stygian Brute - Warrior | ||
+ | ** Stygian Horror - Warrior | ||
+ | ** Stygian Fiend - Ranger | ||
+ | ** Stygian Hunger - Necromancer | ||
+ | ** Stygian Golem - Dervish | ||
+ | ** Stygian Lord - Monk - (Only during the quest Brood Wars) | ||
+ | ** Stygian Lord - Necromancer - (Only during the quest Brood Wars) | ||
+ | ** Stygian Lord - Mesmer - (Only during the quest Brood Wars) | ||
+ | ** Stygian Lord - Elementalist - (Only during the quest Brood Wars) | ||
+ | * Torment creatures | ||
+ | ** Earth Tormentor - Dervish | ||
+ | ** Flesh Tormentor - Warrior | ||
+ | ** Heart Tormentor - Monk | ||
+ | ** Mind Tormentor - Mesmer | ||
+ | ** Sanity Tormentor - Paragon | ||
+ | ** Soul Tormentor - Necro | ||
+ | ** Spirit Tormentor - Ranger | ||
+ | ** Water Tormentor - Elementalist | ||
+ | ** Torment Claw - (Spawn at certain points) | ||
+ | |||
+ | == Ravenheart Gloom == | ||
+ | |||
+ | If you complete Gloom, you will receive 1 Torment Gemstone plus 1 additional Torment Gemstone for each prior area completed in a single run (max: 3 total). You also have the option to move to Foundry. | ||
+ | |||
+ | === Enemies === | ||
+ | |||
+ | * Shadow Army | ||
+ | ** Abyssal - Warrior | ||
+ | ** Claw of Darkness - Warrior | ||
+ | ** Wind of Darkness - Ranger | ||
+ | ** Scourge of Darkness - Monk | ||
+ | ** Curse of Darkness - Necromancer | ||
+ | ** Thought of Darkness - Mesmer | ||
+ | ** Chill of Darkness - Elementalist | ||
+ | * Torment creatures | ||
+ | ** Earth Tormentor - Dervish | ||
+ | ** Flesh Tormentor - Warrior | ||
+ | ** Heart Tormentor - Monk | ||
+ | ** Mind Tormentor - Mesmer | ||
+ | ** Sanity Tormentor - Paragon | ||
+ | ** Soul Tormentor - Necro | ||
+ | ** Spirit Tormentor - Ranger | ||
+ | ** Water Tormentor - Elementalist | ||
+ | ** Torment Claw - (Spawn at certain points) | ||
+ | |||
+ | == The Foundry of Failed Creations == | ||
+ | |||
+ | If you complete Foundry, you will receive 1 Titan Gemstone plus 1 additional Titan Gemstone for each prior area completed in a single run (max: 4 total). | ||
+ | |||
+ | === Enemies === | ||
+ | |||
+ | == Ebony Citadel == | ||
+ | |||
+ | You will not be able to enter this area until you have completed all 4 of the above areas. | ||
+ | |||
+ | = Tips = | ||
+ | |||
+ | == Warrior == | ||
+ | |||
+ | 1. I only used Signet of Stamina while trying to run from a mob. 10 times out of 10 I died anyway. I seriously do not understand why it's there. I'm there to do damage; I can't *stop* attacking just to gain health. | ||
+ | |||
+ | : This is something that takes a lot of warriors some time to get used to: the DoA warrior is not a damager. Its sole purpose is to survive and soak up damage. Signet of Stamina is in the build for the same reason Endure Pain is: to give the heal monk a few extra seconds to pickup a spike on the warrior. | ||
+ | |||
+ | 2. I think there has to be another melee character up with me to truly block the Margonites. I would have nearly everyone's attention, and then a dervish or warrior would just slide by and start beating on the rest of the team. | ||
+ | |||
+ | : 1 or 2 "leakage" is expected but... OK long winded explanation coming.... The problem in most runs is one that most warriors think is theirs when in reality has nothing to do with them. Party members don't realize that they have A LOT of control over aggro. It's really not a problem in most areas but in DoA it shows and it's also something that if you haven't played both a warrior and a caster in a lot of different arenas you won't know. The position of the rest of the party is just as crucial as the position of the warrior. Monster AI will run around the warrior if the angle isn't harsh enough and only 1 person standing in the wrong spot can trigger a run around. This is one of the things that we can and should work on during the weekday runs. | ||
+ | |||
+ | : Although it is ostensibly the tank's job to hold aggro, it is too easy to blame monster scatter on the tank. The rest of the party has to be aware how monster AI is going to work when they engage. It only take 1 person to be too far up to form a bridge for the monster to rush past the tank and straight to the back of the line. The tank really does have to be more than one circle away to get the initial aggro. Everyone needs to know that. They will charge past the tank a little in search of other party members. It is only when they don't find any additional party members that they will turn back and crowd around the tank. The monsters have to be solidly stuck before the rest can approach. Unfortunately, in DoA, the pressure on the tank is exceedingly high. It doesn't take long for even the best tank to die while being hammered in DoA. The need to quickly come to the tank's aid when he's being hammered is very high. It is easy to rush in to try to save the tank when the monsters may not have fully targeted the tank. Secondly when nuking starts and depending on what skills are being used, the monsters may shift their target to the nukers, who are now on the edge of the aggro circle. They form a bridge between the tank and the monks even further in the back. If the monster breaks away from the tank at that point, they will go after ele's. When they see the monks, they will change yet again and go to the monks. The nukers have to be careful about who and how far up they are standing when they nuke. | ||
+ | |||
+ | == Elementalist == | ||
+ | |||
+ | Try not to press C or T then Cast. This will definitely put you in the tanks outer aggro circle. You can successfully cast completely out of your aggro as well as the tanks. It takes a little practice to get the distance down because it's not far from aggro but it is enough not to draw attention to yourself. | ||
+ | |||
+ | |||
+ | [[Category:Guild Wars]] |
Latest revision as of 17:47, 15 May 2011
The Domain of Anguish is an "elite" region in the Nightfall campaign. The domain consists of one outpost, four explorable areas and an Elite Mission.
According to lore, the Domain of Anguish is the place within the Realm of Torment that the evil forces of Abaddon retreated to after the defeat of their dark lord. From this fall-back position they try to re-build a bastion of power, and to threaten the Goddess of Truth. Players may venture into the Domain to stop the demons from succeeding.
Builds
Team Builds
- DoA Balanced
- the "Balanced" group build on guildwiki now which works for all 4 areas
- Eskimos
Alternate Character Builds
- D/E Obsidian Dervish Tank
- an obsidian flesh dervish build that can take the place of a warrior
Sections of DoA
There are 5 sections to DoA which correspond to the 5 major quest points of the Mallyx the Unyielding quest.
- Go to the City of Torc'qua and destroy Lord Jadoth.
- Go to Ravenheart Gloom and destroy the Greater Darkness.
- Go to The Foundry of Failed Creations and destroy the Fury.
- Go to the Stygian Veil and destroy the Dreadspawn Maw.
- Report your success in defeating the Lords of Anguish to High Priest Zhellix.
- Speak to High Priest Zhellix to commence the assault on the Ebony Citadel of Mallyx the Unyielding.
- Seek out and destroy Mallyx the Unyielding in his Ebony Citadel.
- See High Priest Zhellix for your reward.
Monster Skill
All monsters in the Domain of Anquish have the monster skill "Enraged". This skill reads: Attacks and Skills do 50% more damage if this creature's Health is below 70%, and an additional +50% if it's below 30% Health.
City of Torc'qua
If you complete City, you will receive 1 Margonite Gemstone and you have the option to go straight to Veil.
Enemies
- Margonites
- Anur Ki - Monk - These have got to be the most powerful healers I have encountered in GW. Getting 2 of these in a group (which happens more than you'd like) and they can keep the group alive through the onslaught of at least 3 nukers. Coordination is key.
- Anur Kaya - Mesmer - E-denial and interrupt. Typical spells like Energy Surge, Cry of Frustration, Feedback (enchant strip) etc. These have to go and fast if you want your casters to have the energy to finish off the rest of the group.
- Anur Dabi - Necromancer - Seems to be Curse/Blood mix with Enchantment Stripping, Shout/Chant Disabling (Vocal Minority), Wither, and the ever aggrivating Malaise just to name the most damaging. They will completely shutdown a paragon that becomes its target, be a pain in your stance tank's side (Watch Yourself and the like) and aggravate anyone becoming the target of Malaise.
- Anur Su - Elementalist - Typical air spike but at lvl 28 it's a very, very potent spike.
- Anur Rund - Paragon -
- Anur Ruk - Dervish -
- Anur Vu - Warrior - Hammer Kd warrior running Magehunter Smash as elite. Just let your warrior (who should have Dolyak's) tank him once you kill the monks.
- Anur Tuk, Mank - Ranger - No interrupts but they run Debilitating Shot....
Stygian Veil
If you complete Veil, you will receive 1 Stygian Gemstone plus 1 additional Stygian Gemstone for each prior area completed in a single run (max: 2 total). You also have the option to move to Gloom.
Enemies
- Shadow Army
- Abyssal - Warrior
- Claw of Darkness - Warrior
- Wind of Darkness - Ranger
- Scourge of Darkness - Monk
- Curse of Darkness - Necromancer
- Thought of Darkness - Mesmer
- Chill of Darkness - Elementalist
- Stygians
- Smothering Tendrils - (after completion of the quest Brood Wars)
- Stygian Underlord - Ranger - (only during Breaching the Stygian Veil)
- Stygian Underlord - Dervish - (only during Breaching the Stygian Veil)
- Stygian Brute - Warrior
- Stygian Horror - Warrior
- Stygian Fiend - Ranger
- Stygian Hunger - Necromancer
- Stygian Golem - Dervish
- Stygian Lord - Monk - (Only during the quest Brood Wars)
- Stygian Lord - Necromancer - (Only during the quest Brood Wars)
- Stygian Lord - Mesmer - (Only during the quest Brood Wars)
- Stygian Lord - Elementalist - (Only during the quest Brood Wars)
- Torment creatures
- Earth Tormentor - Dervish
- Flesh Tormentor - Warrior
- Heart Tormentor - Monk
- Mind Tormentor - Mesmer
- Sanity Tormentor - Paragon
- Soul Tormentor - Necro
- Spirit Tormentor - Ranger
- Water Tormentor - Elementalist
- Torment Claw - (Spawn at certain points)
Ravenheart Gloom
If you complete Gloom, you will receive 1 Torment Gemstone plus 1 additional Torment Gemstone for each prior area completed in a single run (max: 3 total). You also have the option to move to Foundry.
Enemies
- Shadow Army
- Abyssal - Warrior
- Claw of Darkness - Warrior
- Wind of Darkness - Ranger
- Scourge of Darkness - Monk
- Curse of Darkness - Necromancer
- Thought of Darkness - Mesmer
- Chill of Darkness - Elementalist
- Torment creatures
- Earth Tormentor - Dervish
- Flesh Tormentor - Warrior
- Heart Tormentor - Monk
- Mind Tormentor - Mesmer
- Sanity Tormentor - Paragon
- Soul Tormentor - Necro
- Spirit Tormentor - Ranger
- Water Tormentor - Elementalist
- Torment Claw - (Spawn at certain points)
The Foundry of Failed Creations
If you complete Foundry, you will receive 1 Titan Gemstone plus 1 additional Titan Gemstone for each prior area completed in a single run (max: 4 total).
Enemies
Ebony Citadel
You will not be able to enter this area until you have completed all 4 of the above areas.
Tips
Warrior
1. I only used Signet of Stamina while trying to run from a mob. 10 times out of 10 I died anyway. I seriously do not understand why it's there. I'm there to do damage; I can't *stop* attacking just to gain health.
- This is something that takes a lot of warriors some time to get used to: the DoA warrior is not a damager. Its sole purpose is to survive and soak up damage. Signet of Stamina is in the build for the same reason Endure Pain is: to give the heal monk a few extra seconds to pickup a spike on the warrior.
2. I think there has to be another melee character up with me to truly block the Margonites. I would have nearly everyone's attention, and then a dervish or warrior would just slide by and start beating on the rest of the team.
- 1 or 2 "leakage" is expected but... OK long winded explanation coming.... The problem in most runs is one that most warriors think is theirs when in reality has nothing to do with them. Party members don't realize that they have A LOT of control over aggro. It's really not a problem in most areas but in DoA it shows and it's also something that if you haven't played both a warrior and a caster in a lot of different arenas you won't know. The position of the rest of the party is just as crucial as the position of the warrior. Monster AI will run around the warrior if the angle isn't harsh enough and only 1 person standing in the wrong spot can trigger a run around. This is one of the things that we can and should work on during the weekday runs.
- Although it is ostensibly the tank's job to hold aggro, it is too easy to blame monster scatter on the tank. The rest of the party has to be aware how monster AI is going to work when they engage. It only take 1 person to be too far up to form a bridge for the monster to rush past the tank and straight to the back of the line. The tank really does have to be more than one circle away to get the initial aggro. Everyone needs to know that. They will charge past the tank a little in search of other party members. It is only when they don't find any additional party members that they will turn back and crowd around the tank. The monsters have to be solidly stuck before the rest can approach. Unfortunately, in DoA, the pressure on the tank is exceedingly high. It doesn't take long for even the best tank to die while being hammered in DoA. The need to quickly come to the tank's aid when he's being hammered is very high. It is easy to rush in to try to save the tank when the monsters may not have fully targeted the tank. Secondly when nuking starts and depending on what skills are being used, the monsters may shift their target to the nukers, who are now on the edge of the aggro circle. They form a bridge between the tank and the monks even further in the back. If the monster breaks away from the tank at that point, they will go after ele's. When they see the monks, they will change yet again and go to the monks. The nukers have to be careful about who and how far up they are standing when they nuke.
Elementalist
Try not to press C or T then Cast. This will definitely put you in the tanks outer aggro circle. You can successfully cast completely out of your aggro as well as the tanks. It takes a little practice to get the distance down because it's not far from aggro but it is enough not to draw attention to yourself.